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Dev Diary #70 - The Facts about Artifacts

Hello everyone! Shoes here, back to talk about what is genuinely my favorite feature of The Royal Court — Artifact generation! One of the goals we had for Artifacts in CK3 was to ensure that the artifacts your rulers acquire will feel truly distinct from another. No longer will you have a royal treasury filled with identical swords — now you will have a royal treasury filled with an assorted variety of different swords!

Artifact Features​

All Artifacts in the game can have a set of Features that determine both how they were created as well as what they were made from. For example, ‘Oak’, ‘Ash’, and ‘Pine’ are all features of the ‘Wood’ type, which is used to make wooden furniture, spear shafts, book covers, etc., while ‘Engraved’, ‘Filigreed’, and ‘Painted’ are ‘Decoration’-type features which skilled craftspeople can use to decorate artifacts to make them more suitable for royalty.

The main use of Features is to create immersive descriptions for the artifact. Whenever a new artifact is created (such as from an Inspiration), it will gain a set of appropriate Features based on various factors including culture, geography, craftsmanship quality, wealth of the capital city, and event decisions made during the creation process. These Features are then used by the artifact’s description to emphasize any distinctive characteristics that it has! Note that that these Features will not be represented in the 2D and 3D art of the Artifact, as we have far more varieties of Feature than we could reasonably produce art for.

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A screenshot containing 6 example Artifacts. NOTE:Under active development. Values and content subject to change.​

The thing I love about this system is not just that it will generate and display differences between two different axes your ruler commissions from a blacksmith — it is that those differences will be even more pronounced between Artifacts created in the different regions of the world. This means Artifacts that you loot from your defeated foes while on crusade or during overseas raids will be far more distinct from other Artifacts in your treasury, serving as a memento of the great distances you or your ancestors traveled on their journeys.

Of course, we have many types of Artifacts apart from weapons, and some of the material and craftsmanship differences become truly pronounced when you start looking at the type of Artifacts that are created explicitly for rulers to show off with! For example, a crown crafted in Afghanistan might feature pieces of its legendary lapis lazuli, while one made in the Baltic region could instead feature an impressive chunk of amber as a centerpiece. Different varieties of gemstones, cloth, lumber, shells, and animal horns… the range of possible combinations is truly vast!

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A screenshot containing 6 example Artifacts. NOTE:Under active development. Values and content subject to change.​

Artifact Modifiers​

As you probably noticed in the above screenshots, every Artifact has a set of character modifiers which are applied to their owner while they have them equipped. Unlike in CK2, there are no ‘slotless’ Artifacts, so in order to gain any benefit from owning an Artifact at all you must have it equipped in one of your personal slots (Weapon, Armor, Regalia, Crown, Trinket) or court slots (Lectern, Throne, Wall Hanging, etc.). By ensuring you can only have a set number of artifacts benefiting a character at once, it becomes much easier for us to balance Artifacts and avoid the massive bonuses characters could gain in CK2 by accumulating vast libraries of forgotten lore, new inventions, and piles of statues.

One guiding principle we used while designing these Artifact Modifiers is the “no overtly supernatural effects” rule that guided us during the base game’s development. For example, a masterfully-forged weapon granting Prowess is straightforward and sensible, as characters fight better with a good weapon in hand. That same weapon boosting Advantage or Army Gold Maintenance is maybe less obvious, but can still be explained by serving as a symbol of hope and inspiration for the soldiers in an army and boosting their morale. Something like No Penalty For Crossing Rivers is nonsensical for an Artifact weapon though — we are not giving rulers access to the equivalent of a fully-functional Staff of Moses! Modders, of course, can add whatever modifiers they wish to an Artifact.

Historical Artifacts and Trinkets​


Of course, not all Artifacts will be artisanal masterpieces! The important thing for Artifacts is that they are meaningful to their owner in some way — this meaning doesn’t need to be purely economic or functional!

Instead, some Artifacts may have great historical value despite a plain appearance, such as Charlemage’s Throne. Other Artifacts might only hold sentimental value, such as a good-luck charm or a locket given to you by a lover which reduces Stress. Finally, some Artifacts may instead be relics of a rather… dubious provenance, yet still useful for those who believe in their power (or at least claim to).

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Growing Pains​


Work on the Royal Court expansion is progressing, and it's looking better each day that passes. Now, we want to be upfront and say that it's going to take longer than many of us expect for the expansion to be released. There are many reasons for this; the expansion is very technically challenging and we're doing things we've never done before from the ground up. We want a Royal Court that looks as grand as the mechanics that support it.

We've also had the recent organizational changes that affect how we work, as many of you know we've split into three studios - and with change comes a period of adaptation. The team has grown significantly in recent times. A lot of time has been spent onboarding new members to the team, and we've onboarded more people than we ever have before. While it may have a negative short-term impact, it's definitely going to be a solid investment for the future of CK3, not only for the release of Royal Court, but also our future expansions, and beyond. Of course the extended period of working from home makes things take longer than expected. This is something we have touched on before due to how the working conditions have been recently.

Rest assured that we're still working as hard as we can and things are progressing nicely, and are aiming for a release later this year. We will of course have more exciting details to share in upcoming dev diaries.

For now we’ll leave you with this little extra teaser:
teaser.png
 
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Will there be a coat of arms designer, even a simple one like the one for ck2? Also, it was mentioned in some past diary that the new cultures created by AI would be limited by game rules, would it be possible to allow the player to rename, or confirm the name when a new culture appears, to remove the worry that names with 5 dashes will appear? For example a popup like when a child is born:

A new culture is born in ... by ..., with a name ..., would you like to rename it from Hindustani-Turkic-Persian-Afghan-Norse to (here a player could input his idea like Ghaznavi-Norse).
 
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Sorry if it already answered and i miss it, but will it be possible to add new slots for artifacts via mod? Like for example add "jewelry for horns" slot for mod, that have in it fantasy races who have horns?
 
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With regards to personally equipped artefacts, will they return to the inventory when you die or will they automatically be equipt to your player heir? It would be really rather annoying if I had to remember to re-equip artefacts upon succession but we did have that with doctors.
 
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Overall happy with how the artifacts are coming along, especially that there are no slotless artifacts anymore. Though the bonuses the weapons give as they do feel a little pushed to me (more on that below).

Maybe not for a simple sword, but in the case of a relic with cultural significance, the wielder of the sword may get more support from the local population, which can translate to local guides being more inclined in pointing out features of the local geography, which translates to a tactical advantage of the army in question.
I could get behind this if the weapon only gave this defensive bonus in counties of that culture, but it'll give it's bonus to a Viking who pillaged it and is now defining their lands in Scandinavia. Maybe some the non-prowess bonuses could be made more niche or reduced. This being compensated for by adding some opinion bonuses, prestige, piety, or other non-combat effects to weapons.

Note that that these Features will not be represented in the 2D and 3D art of the Artifact, as we have far more varieties of Feature than we could reasonably produce art for.
While I definitely understand not showing all these effects in 2D pictures, I hope thing like wood textures or gem colour will be shown in the 3D models.


On the growing pain, obviously having things sooner is nice. But I'm glad you are keeping us in the loop and are taking the time to do things right rather than stick to an arbitrary deadline.
 
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So, in other words, you absolutely do have overtly supernatural effects, but have chosen to hand-wave them away.

You can't honestly tell me that having a "simple sword" makes every army be better defenders in territory you control is a sensible, reasonable effect. It's clearly an absurd, magical effect that requires a suspension of disbelief.
Because a simple cup of a carpenter or a splinter of ordinary Levantine wood has never been an inspirational item for thousands of years in world history, right?

Just because something isn't ostentatiously decorated with jewels or intricate carving and has a more simple design doesn't mean it can't be valued or coveted.
 
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Those seem extremely different to me....By contrast, owning a fancy sword does not make you a master swordsman.
Just because you've read a book doesn't mean you've comprehended or understood it.

Yeah, I would say that your explanation is not "sensible".
I mean, that's just down to personal preference and imagination. Just because you don't find that sensible doesn't mean someone else will necessarily agree and neither view is "wrong," strictly speaking. I'm personally fine with a lot of game logic in games like CK3 because it is, in fact, a game and it's totally fine for people to have the opposite preference. I feel like the devs are more aligned to my point of view than yours which leads me to...

I don't think "the game already has some of this flaw" is a good reason to add more of it.
I mean, the devs don't think its a flaw. The fundamental issue here is that what you want the game to be isn't what the devs are designing the game to be and, unless the entire leadership for the game is fired and replaced, that isn't going to change. You don't have the like the choices the devs have made or will make but like the game is successful and unless something drastic happens the vision the devs have for the game isn't going to change. It strikes me as highly unlikely that the basic design of the game, stuff like high levels of abstraction and modifier stacking, are going to be fundamentally changed or removed and if you don't like those things then you are either going to have to learn to deal with them or find another game to play. The game is what it is and you can either enjoy it for that or not.
 
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Just because you've read a book doesn't mean you've comprehended or understood it.
If it were up to me, I'd put a minimum learning requirement on it.
I mean, that's just down to personal preference and imagination. Just because you don't find that sensible doesn't mean someone else will necessarily agree and neither view is "wrong," strictly speaking. I'm personally fine with a lot of game logic in games like CK3 because it is, in fact, a game and it's totally fine for people to have the opposite preference. I feel like the devs are more aligned to my point of view than yours which leads me to...
Yeah I mean, I'm just trying to give my feedback on what my preferences are, and what direction I think the game should take. I accept that other people prefer other things.

I mean, the devs don't think its a flaw. The fundamental issue here is that what you want the game to be isn't what the devs are designing the game to be and, unless the entire leadership for the game is fired and replaced, that isn't going to change. You don't have the like the choices the devs have made or will make but like the game is successful and unless something drastic happens the vision the devs have for the game isn't going to change. It strikes me as highly unlikely that the basic design of the game, stuff like high levels of abstraction and modifier stacking, are going to be fundamentally changed or removed and if you don't like those things then you are either going to have to learn to deal with them or find another game to play. The game is what it is and you can either enjoy it for that or not.
The developers do seem to feel that modifier stacking is a problem, they even call it out specifically in this dev diary. Similarly, they seem to acknowledge that having arbitrary, supernatural effects on items is bad. So I don't think my disagreement with the devs is one of vision for the game. I think it's whether the previewed effects fit the vision they state.
 
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Because a simple cup of a carpenter or a splinter of ordinary Levantine wood has never been an inspirational item for thousands of years in world history, right?

Just because something isn't ostentatiously decorated with jewels or intricate carving and has a more simple design doesn't mean it can't be valued or coveted.
The artifact would be called "The Holy Grail", not "simple goblet" and "Piece of the True Cross", not "splinter of ordinary wood". The "simple sword" isn't "an venerated relic that happens to be a simple sword", it's "a sword some guy forged for me yesterday for 50 gold".
 
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The artifact would be called "The Holy Grail", not "simple goblet" and "Piece of the True Cross", not "splinter of ordinary wood". The "simple sword" isn't "an venerated relic that happens to be a simple sword", it's "a sword some guy forged for me yesterday for 50 gold".
Yes, obviously that was not an exhaustive list of items with simple designs that could be artifacts. It was merely illustrating the point that a sword or tapestry or goblet does not have to be ornate or encrusted with jewels to be considered a valuable artifact worthy of a treasury.
 
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It looks like we're falling into the same pitfalls as CK2's artifact system. I had hoped we'd avoid that this time around. :(

We are once again forging artifacts at will (with appropriate money and "inspiration"), allowing for a significant number of artifacts available and in use, with many duplicates almost guaranteed regardless of how there are differences in the item descriptions or quality. This isn't like Diablo, where having that weapon that does an extra +1 DPS is a good thing. If you have 50 "Simple Swords" that are of a variety of different qualities offering a very minimal difference in stats and maybe a dozen different descriptions that have nothing to do beyond adding some flavor, it's still the same thing we had in CK2. No improvement there. Yes, I see that we'll have more variety in types of items instead of only a few kinds of swords, but in the end, there will clearly be a significant amount of duplication in games once again. Artifacts should feel unique.

We are also once again adding crazy stat boosts to items. The original DDs suggested only seeing grandeur and other court-related boosts, but this DD clearly shows we're doing the same thing as was bad in CK2. We are adding stats that make no real sense. Sure, you can claim that having a sword might inspire troops to do better, but your boosts are too high for that to make any sense. I mean, no inspiration caused by owning an artifact sword will make knights +15% more effective. There isn't any way you can justify such a boost. You may be able to justify a +1% or +2% boost at most with that reasoning, but certainly nowhere near +15%. And a goblet that gives +4 hostile scheme resistance? How do you even begin to justify that? Even if you were to say the ruler always keeps the goblet with them, so it can't be tampered with, in terms of goblets, you are talking about wine or other drink and that's just going to be poured into the goblet from a source that could easily have been tampered with. There is no possible way any goblet would give such a resistance.

I love artifacts and want them in CK3, but I really wanted to see an improved system. Yes, there are improvements. However, the worst problems with the old system are still present. Adding improvements without changing the biggest problems isn't a good way to implement these artifacts.

I appreciate the hard work and I love the graphics and many of the improvements are really nice. I just really wish we had moved away from being able to create dozens of essentially the same artifacts over and over and prevented the artifacts from boosting stats that should not be boosted (river crossings aren't there, but that doesn't mean other stats are okay just because they aren't quite so "wild"). I am fine with prestige and piety (in very small amounts) and even personal prowess (though I think going up to +9 might be excessive, though I can live with that). And grandeur of course makes sense. But other things really don't make sense even if you can rationalize it. I mean, sure, you can usually come up with some random story that "shows" how having a certain item could make the stat make sense (improved relations with the populace makes them help you enough to improve your defensive capabilities), but just because you can come up with some random story doesn't mean it is a valid enough justification.
Kinda agree in the bit where there will be a lot of duplication. The name artifacts kinda have the connotation of something being rare, like ancient relics, heirloom crowns, or an exceptionally opulent crown. Having 20+ swords that all more or less do the same thing "inflates" the value of artifact a bit, if you get what I mean.

Would be great if the artifacts could be related to your title or achievement. Say you have a simple steel sword that would only give +1 prowess, but when you use it in subsequent battles you happen to never lose any and it grew to be known as the undefeatable sword, giving you more prestige and maybe a combat bonus that represents your confidence when you use it. Or a simple crown of driftwoood that you have as a duke became much more significant after you unite the North Sea Empire under your name. Just throwing ideas here on fun thing you could have with progression, maybe using similar logic as to how you can get the Viking traits once you loot enough.
 
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Yes, obviously that was not an exhaustive list of items with simple designs that could be artifacts. It was merely illustrating the point that a sword or tapestry or goblet does not have to be ornate or encrusted with jewels to be considered a valuable artifact worthy of a treasury.
Sure, but we're talking specifically about a sword that I get by recruiting a smith and paying them some money and having them make me a sword. If the thing I get back from them is just a "simple sword", how does that give my armies defensive advantage?
 
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Sure, but we're talking specifically about a sword that I get by recruiting a smith and paying them some money and having them make me a sword. If the thing I get back from them is just a "simple sword", how does that give my armies defensive advantage?
Because you commissioned it to be a symbol of your power and protection. So when you're wielding it, you are wielding the sword as a symbolic gesture and that inspired the troops following you, and displaying the sword in court reminds your vassals and courtiers of that representation and your commitment. And especially for weapons like swords and spears, ostentatious decoration or jewels and precious metals often become impractical in battle, so a simpler design can often be just as good because it combined the symbolism of your commitment with being able to demonstrate that commitment on the field of battle. I'm sorry you don't have enough imagination to think that people can be inspired by things that aren't shiny, but it's true.
 
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Because you commissioned it to be a symbol of your power and protection. So when you're wielding it, you are wielding the sword as a symbolic gesture and that inspired the troops following you, and displaying the sword in court reminds your vassals and courtiers of that representation and your commitment. And especially for weapons like swords and spears, ostentatious decoration or jewels and precious metals often become impractical in battle, so a simpler design can often be just as good because it combined the symbolism of your commitment with being able to demonstrate that commitment on the field of battle. I'm sorry you don't have enough imagination to think that people can be inspired by things that aren't shiny, but it's true.
Then why is the simple sword the lowest tier, and I get better bonuses from less simple swords?
 
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The developers do seem to feel that modifier stacking is a problem, they even call it out specifically in this dev diary.
I mean, they state that they don't want players to have access to infinite modifiers sure, but they still seem generally fine with stacking modifiers otherwise. You generally drown in lifestyle related modifiers and I don't see that changing anytime soon.
 
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I mean, they state that they don't want players to have access to infinite modifiers sure, but they still seem generally fine with stacking modifiers otherwise. You generally drown in lifestyle related modifiers and I don't see that changing anytime soon.
Yes, they often say they want to avoid a problem, and then walk right into it anyway.
 
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